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NexText - Third Gen Text Rendering for HUDs (and Boards) - Rich Text, Colours, Bold, Italics, Underline Version 3.5

NexText - Third Gen Text Rendering for HUDs (and Boards) - Rich Text, Colours, Bold, Italics, Underline
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I strongly believe we should have the ability to be able to serve high quality, readable and legible text in scripted HUDs.

This piece of kit is unlike any text renderer out there. Throw out that Xyzzy text and play with a real library.

Featuring a new smart mesh-based architecture, actual font glyph widths (instead of full-width), topped with sublime script coding quality to give you a peace of mind.

Low impact and high quality text renderer that obeys typography to give you readable and legible text output for HUDs, as well as being perfectly usable normally on land and objects.

Straightforward to use API (imperative programming style, just call some functions) and very flexible in customisation. For high performance, does not rely on linked messages but functions and global variables you copy into your script. You can build a link message wrapper if you wish for ease or due to memory usage but not recommended otherwise.

Has gone through three extensive generations to provide the highest quality script (library code being around ~300 lines).

Really great example given of a use case as a RSS reader. The RSS proxy PHP script is also supplemented to teach you how to achieve this yourself.

Implements the awesome Ubuntu Font by Canonical.

Basic scripting skills required, most specifically basic know-how in linkset position coordinates.

Added my personal library of 3D/2D mathematics functions and resources to give you a head start.

  • High resolution fonts
  • Optimised script
  • Very good example usecase: RSS Reader
  • Rich text: Use italics, bold, underline and colours!
  • 8 letters per 0.5 LI
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Ouch. This is not a library. This is not an API. This is an RSS reader script with a text engine you can attempt to hack out of it.
full star full star empty star empty star empty star Posted December 26, 2018 by Lone Wanderer

I have to agree with Tokeli on this, Nexi can code. He can not document. He can not pick good variable names.

Variable and function names: UPM, ascender, decender, k, xheight, f, x, y, tc(),t(),...

well yes, um... what? why? WHAT ARE THESE?

All I wanted was a few functions I could plop in. You know,
Display_Text(string Text, list Font, vector Location, rotation Rot, float text_height,...)
Stuff like that!

I don't know how he expects himself to follow this code in three months yet alone anyone else work it out. Lord knows I'm trying and will dissect it eventually, I just hope it'll be faster than me coding my own.

I bought this expecting my life to be easier but hey ho, that's not how this code goes. I understand the concept and have for some time; I just didn't want the pain of coding my own... this doesn't make things that much simpler when you understand the gist of getting kerning correct in SL already. Presently I am digging through his code trying to work out what I want to rip out from the ONLY script (rss reader) to transplant into my own lean, mean script.

Unfortunately I'm not so generous as Tokeli, I bought this to save time and hassle (Why else would I buy this?), it's wasted the former and caused the latter. 2 Stars.

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Good asset.
full star full star full star full star full star Posted August 19, 2013 by FadeOut Razorfen

This one is definitely a time saver.
Code is easy to understand, written on C# manner, nice to work with.
Uses interesting trick with texture offsets to achieve proper glyph width with 8 characters per prim, allowing to get much more text then you would ever need in a link set.
Simply brilliant, modifying it for my real_time_generated hud framework.

Note: Turn off "OptimiseForHUDs" variable if you get ugly letter clipping or vertically stretched text, I have no idea why it's on by default.

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Ohgeez
full star full star full star full star empty star Posted May 05, 2013 by Very Vanilla

This, is pretty damn neat. Everything Nexii makes is damn neat. So damn neat that I just went and bought all of his HUD libraries.

I would give this a full five-stars if it weren't for one small problem, a problem that permeates most of the scripts in his libraries. A lack of -meaningful- comments. Maybe I'm just nitpicking, but ten seconds worth of comments would prevent endless fiddling to figure out what things do, and I know my way around LSL. Someone who doesn't- well, they shouldn't be buying any of this stuff in the first place.

The functionality itself however, is great. Snappy, low script time (and why shouldn't it be?), and relatively easy to figure out, even with the lack of comments. Best of all, the letter-width font looks a great deal better than fixed-width ones that already exist! Low-prim enough to even be used in-world, if you've got prims to spare (16 letters per linked prim, the limitations of mesh).

As for the included libraries... They all look quite useful, if you know the math already. As for me, I'll be poking around forever to figure out what they do.

My only real wish that isn't just me complaining, is that there was a PSD to change the font. But I guess that would require fixing all of the glyph-widths!

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